bgfx/3rdparty/glsl-optimizer/tests/vertex/unity-Parallax_Diffuse2-out.txt

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2012-04-03 23:30:07 -04:00
varying vec4 xlv_FOG;
attribute vec4 TANGENT;
uniform vec4 unity_Scale;
uniform vec4 unity_LightmapST;
uniform vec4 unity_LightmapFade;
uniform vec3 _WorldSpaceCameraPos;
uniform mat4 _World2Object;
uniform vec4 _ProjectionParams;
uniform vec4 _MainTex_ST;
uniform vec4 _BumpMap_ST;
void main ()
{
vec4 tmpvar_1;
vec3 tmpvar_2;
vec4 tmpvar_3;
tmpvar_3 = (gl_ModelViewProjectionMatrix * gl_Vertex);
tmpvar_1.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
tmpvar_1.zw = ((gl_MultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
vec4 o_i0;
vec4 tmpvar_4;
tmpvar_4 = (tmpvar_3 * 0.5);
o_i0 = tmpvar_4;
vec2 tmpvar_5;
tmpvar_5.x = tmpvar_4.x;
tmpvar_5.y = (tmpvar_4.y * _ProjectionParams.x);
o_i0.xy = (tmpvar_5 + tmpvar_4.w);
o_i0.zw = tmpvar_3.zw;
tmpvar_2.xy = ((gl_MultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
tmpvar_2.z = ((-((gl_ModelViewMatrix * gl_Vertex).z) * unity_LightmapFade.z) + unity_LightmapFade.w);
vec3 tmpvar_6;
tmpvar_6 = (cross (gl_Normal, TANGENT.xyz) * TANGENT.w);
mat3 tmpvar_7;
tmpvar_7[0].x = TANGENT.x;
tmpvar_7[0].y = tmpvar_6.x;
tmpvar_7[0].z = gl_Normal.x;
tmpvar_7[1].x = TANGENT.y;
tmpvar_7[1].y = tmpvar_6.y;
tmpvar_7[1].z = gl_Normal.y;
tmpvar_7[2].x = TANGENT.z;
tmpvar_7[2].y = tmpvar_6.z;
tmpvar_7[2].z = gl_Normal.z;
vec4 tmpvar_8;
tmpvar_8.w = 1.0;
tmpvar_8.xyz = _WorldSpaceCameraPos;
gl_Position = tmpvar_3;
vec4 tmpvar_9;
tmpvar_9.yzw = vec3(0.0, 0.0, 0.0);
tmpvar_9.x = tmpvar_3.z;
xlv_FOG = tmpvar_9;
gl_TexCoord[0] = tmpvar_1;
vec4 tmpvar_10;
tmpvar_10.w = 0.0;
tmpvar_10.xyz = (tmpvar_7 * (((_World2Object * tmpvar_8).xyz * unity_Scale.w) - gl_Vertex.xyz));
gl_TexCoord[1] = tmpvar_10;
gl_TexCoord[2] = o_i0;
vec4 tmpvar_11;
tmpvar_11.w = 0.0;
tmpvar_11.xyz = tmpvar_2;
gl_TexCoord[3] = tmpvar_11;
}